DODAWANIE JEDNOSTEK do C3C: Pełny Poradnik dla Nowicjuszy (ang.)

Colonel Kraken

FROM THE BEGINNING

Even if the only thing you're going to do is add units to the game, you're going to want to create a scenario. So if you goof up, you don't have to reinstall the game. The first thing you do is setup a scenario folder; name it what you will. In this scenario folder you will mimic the file structure of the main Civ III game. We'll call it My Mod. Add the folder to Conquests\Scenarios. In creating this alternate scenario file structure, Conquests will look in your scenario first to find appropriate files it needs. When it can't find the files it needs, it will default to original files. So, all we have to do is add files that are going to change. All the rest stay the same and don't need to be added to our mod.

File Structure

To add units you will add a folder called "Art" inside you scenario folder. Inside of Art will be "Units". In addition, we'll need to add something to a text file called "PediaIcons.txt". Create a folder "Text" inside My Mod. Go to Conquests\Text and copy the PediaIcons.txt file and paste it inside the Text folder inside My Mod. This file we'll be modifying later.

You may also want new Civilopedia icons for your new units (optional), so create a folder inside Art called "Civilopedia"; inside that "Icons"; inside that "Units". You now have a file structure My Mod\Art\Units\ and My Mod\Art\Civilopedia\Icons\Units\ and My Mod\Text\.

Optionally, you may want to create Civilopedia entries for your new units. Copy the Civilopedia file from Conquests\Text and paste inside your own Text folder in your mod. This you can modify later (I always wait 'till last because it is the least important).

Downloaded Units

Download the zip file for the unit you want and unzip it to My Mod\Art\Units. Sometimes the extracted files set up a separate file structure (so that you could have just extracted it to My Mod), somtimes they do not; it all depends on what the creator decided to do. Just make sure the final file structure is My Mod\Art\Units\My Cool New Unit.

Most all downloaded units have all the files you'll need to have a good looking unit. The minimum files you need to have are the animation files (file extension ".flc" and called "flic files" or "flics") and the INI configuration settings text file (it can be opened with a text editor).

The rest of the files you see in there will, more than likely, need to be moved to a different folder to be used appropriately which we'll get into that later.

There is one very important thing you'll always want to make sure you do for your downloaded units (or any new units, for that matter): The INI name MUST match the folder name exactly! No spaces, stray marks, etc. Well, caps don't matter, but . . . PLEASE make sure you get this right. This is one of the biggest problems people have when adding units.

The Good Stuff

Ok, let's get started for real. Open up the C3C editor and select "Custom Rules" under "Scenario". It'll give you a warning; say, "Yeah, yeah, ok". Click the "Edit" button (not the file menu option edit). Click the Units tab. Click the "Add" button. It'll ask for the new unit name. We'll use "Musket Infantry" for this example.

Probably the first and most important thing you're going to want to do is enter something in the "Civilopedia Entry" section. For a unit, it must start with "PRTO_" followed by your unit's name. In this case "PRTO_Musket_Infantry". Now, you'll notice that there can be no spaces. The spaces between words are filled with underscores. Now start editing the unit as you see fit.

Make note that in order for you to be able to choose the Offense/Defense AI Strategies, the land unit must have at least 1 attack and 1 defense and the Load and Capture flags checked. This has caused some confusion in the past, that's why I add it. If the unit has a tech prereq, add that; resource prereq's; shield cost; who the unit is available to (important!). To select multiple entries in a list, hold down the "Ctrl" control key while selecting. When creating a unit, also make sure you choose the proper unit "Class", whether or not it is a Land, Sea, or Air unit.

If you want the unit to upgrade, check the upgrade box and select what unit it upgrades to. Make sure that, if you're inserting a unit into the middle of an upgrade path (in our case Musketman ---> Musket Infantry ----> Rifleman), you modify the upgrade unit for the unit coming before yours. In this case, Musketman upgrades to Swiss Mercenary upgrades to Musketeer upgrades to Rifleman (this is to take into account unique units). So, for Musketeer, change its upgrade unit to "Musket Infantry". Then, have Musket Infantry upgrade to Rifleman. Now our upgrade path is complete. Most Civs will build Musketman (if they have Saltpeter); the Dutch will build Swiss Mercenary; the French will build Musketeer. Then, all those units will be able to upgrade to Musket Infantry, which will in turn upgrade to Rifleman.

Close the edit screen (not the Editor!) and select "Scenario Properties" under "Scenario". Add an entry "My Mod" under scenario search folders. This will ensure that C3C looks in your mod folders for information before it uses the default information. Open up some of the Conquests scenarios and look at these entries to see the structure you can use. For example, in the Pacific War scenario, there's a reference to the PtW WWII units pack for Japan. This is a really good example of what can be done here. Just remember that every "..\" is like using the "Up" folder icon in the Windows browser. Every entry/reference must be separated by a ";" semicolon.

Now that we have the unit the way we want it, DON'T CLICK SAVE! This will save over top your original C3C biq. Instead, we're creating a scenario (or mod), so select "Save As" from the File menu. Save it as My Mod (or whatever you want) and save it to Conquests\Scenarios. Close the editor; we're done with that!

Non-Editor Stuff: PediaIcons.txt

Open up the PediaIcons.txt file you saved in My Mod\Text. Scroll down until you start seeing entries for units. Look for "Musketman". This isn't necessary, but I like to use units that are similar to my new one in case I don't have unique Civilopedia icons for the unit. The entry should look like this:

#ICON_PRTO_Musketman
art\civilopedia\icons\units\14musketmanlarge.pcx
art\civilopedia\icons\units\14musketmansmall.pcx

Copy it. Paste it to the end of the list (I do this so that I can easily keep track of all the units I've added). Change it to look like this:

#ICON_PRTO_Musket_Infantry
art\civilopedia\icons\units\14musketmanlarge.pcx
art\civilopedia\icons\units\14musketmansmall.pcx

Notice that "PRTO_" blah, blah, blah must match the entry you put under "Civilopedia Entry" in the editor. If you have unique pictures (icons) for the Civilopedia, enter the names here. If you're using the Napoleonic scenario unit, it would look something like this:

art\civilopedia\icons\units\X2_NapoleonicInfantry_lg.pcx
art\civilopedia\icons\units\X2_NapoleonicInfantry_sm.pcx

How did I know that? Open up Conquests\Conquests\Napoleonic Europe\Text\PediaIcons.txt. Scroll down to the units section. Voi la, there lie the secret entries for those cool units. Alternatively, go to the Conquests\Art\Civilopedia\Icons\Units folder and find the name of the picture you want to use.

If you've downloaded a unit, it may have Civilopedia images for you. Cut (or Copy) them from you unit folder (My Cool New Unit) and paste them into My Mod\Art\Civilopedia\Icons\Units. There should be 2 files: one large and one small. Make note of the file names and add them to your PediaIcons entry for civilopedia icons.

If the downloaded unit unit does not have unique Civilopedia images, you'll have to reference ones that already exist in the game. Just copy and paste an entry as I explained above and be sure to enter the appropriate name after "PRTO_".

THIS PART IS VERY IMPORTANT!
Ok, now scroll down to almost the bottom of your PediaIcons.txt file until you start seeing unit entries again that begin with "ANIMNAME_". Copy one of 'em and paste it to the end of the entries. It should look something like this:

#ANIMNAME_PRTO_Musketeer
Musketeer

Change it to:

#ANIMNAME_PRTO_Musket_Infantry
Musket Infantry

You must have an ANIMNAME entry for every unit. The PRTO_Unit_Name is the name of the unit exactly as it appears in the editor under "Civilopdedia Entry". The name below is the name of the unit folder. The name of the unit folder can be different than your PRTO entry, as long as it reflects the name of the unit folder you're using. For example, if you wanted your Musket Infantry to look like a Guards unit, you may choose the "Guard Infantry" animation from the Napoleonic scenario. Your entry would then look like this:

#ANIMNAME_PRTO_Musket_Infantry
Guard Infantry

That's because we're using the Guard Infantry animation.

Now, we're not done yet. Close and say yes to save your PediaIcons.txt. Go to Conquests\Conquests\Napoleonic Europe\Art\Units and copy the "Guard Infantry" folder. Paste it into My Mod\Art\Units.* You're done!! When you start a new game, you'll have Musket Infantry that looks like Guard Infantry at the appropriate tech/resource.
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